GPU Emitter Not Working Properly
So I realized something wrong was going on with my GPU emitters. They are not spamming as much as they use to, and the spam is inconsistent.
Let me show with pics;
Here is a GPU Particle Emitter of 4.10 . Its nothing but the standard one. Only things I included is an "initial velocity of 150-X" and "size by life going from 1 to 0 in one second" nodes. I am spamming the particle for 5000 times aswell.
Here is 4.10, all smooth;
Here is 4.11, with hiccups;
When you do it with a circle texture, its more obvious;
Here is 4.10;
And 4.11, obvious hiccups;
I will gladly help with any questions. It's easy to produce so. Thanks!
asked Apr 01 '16 at 05:44 PM in Bug Reports
This was a deliberate change from what the ticket says.
Here are the notes from the ticket.
"If the user wants to target higher framerates while not supporting "low" framerates, he can disable the feature with: "r.GPUParticle.FixDeltaSeconds 0"
If he puts a too small value like "r.GPUParticle.FixDeltaSeconds .005", then low framerate systems will suffer extra cost because the simulation will be done several times (to the extent of "r.GPUParticle.MaxNumIterations") This is definitely a new behavior compared with the previous version, but to some extent the system must be designed to look acceptable at framerates around 30-60 fps. This special case binding the frame rate to the particle system look is what was intented to be fixed by the FixDeltaSeconds feature (it goes for high framerates as well a "slomo" replay)."
answered Apr 29 '16 at 08:27 PM
Tim Hobson ♦♦ STAFF
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